This looks really cool but I do have a question. As far as I know making new feats is impossible because last I heard it's Hard Coded. I have a mod I'm working on which I could make good use of new feats, so my question is how are you doing this?

I remember some debate about the usefulness of scripted "feats". I wonder how you have scripted this, and how well tested it is in a heavily populated battle on a low-spec'd machine?

It does sound cool though, and I hope it works well... I may give it a fly.

Most of them are actually hooked onto existing scripts, so there shouldn't be any noticeable slowdown. They're not done as onHeartbeats or anything; that would be woefully inefficient.

Quote:

Originally Posted by harIII

This looks really cool but I do have a question. As far as I know making new feats is impossible because last I heard it's Hard Coded. I have a mod I'm working on which I could make good use of new feats, so my question is how are you doing this?

That's the party line, true, but it's only a half-truth. The combat styles, like Power Blast and Flurry, are very much hard-coded, there's nothing we can do there. Everything else, though, is just a matter of calling it from the right script.

Well I do want to several passive feats that boost several areas ranging from attributes to skills to Attack modifers to Damage to Attacks per round to damage to dark siders and dark sided creatures and there is plenty of ideas I want to implement as passive feats.

Most of them are actually hooked onto existing scripts, so there shouldn't be any noticeable slowdown. They're not done as onHeartbeats or anything; that would be woefully inefficient.

That's the party line, true, but it's only a half-truth. The combat styles, like Power Blast and Flurry, are very much hard-coded, there's nothing we can do there. Everything else, though, is just a matter of calling it from the right script.

how the frak do I make a script from scratch? Yes I do have Kotortool.

that is good because i want to review your work on Feats, TamerBill. I did look around a lot on KotorTool. I do have ideas. Ranging from Martial arts passives, to lightsaber passive to compliment how you fight. Double lightsaber defense: it does allow for Assured Hits while having good force resistance and damage reduction.

Okay, all discussion of Content Pack 1 can now move over to the release thread, found here. Next under development is a combo of Weapon Remix Redux, Armour Remix, Realistic Drops and Supply & Demand up to the end of Taris. Stay tuned.

Been playing your content pack 1 and I think its really great putting out more options for non-force users.

Since you're still conceptualizing content pack 2, may I suggest you give more melee feats/talents for single wielders? of both advanced melee and lightsabers. Right now dual wielding in my assessment is the optimum build, perhaps you can bring in feats to balance it.

In Saga Edition, the rulebooks force a dualwielder to take more talents to dual wielding thereby forgoing certain nifty talents/feats. Perhaps in your conceptualization, you can provide such options.